int r_shadow_shadowmaplod; // changes for each light based on distance
GLuint r_shadow_prepassgeometryfbo;
-GLuint r_shadow_prepasslightingfbo;
+GLuint r_shadow_prepasslightingdiffusespecularfbo;
+GLuint r_shadow_prepasslightingdiffusefbo;
int r_shadow_prepass_width;
int r_shadow_prepass_height;
rtexture_t *r_shadow_prepassgeometrydepthtexture;
cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
+cvar_t r_shadow_particletrace = {CVAR_SAVE, "r_shadow_particletrace", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity), requires r_shadow_deferred 1, requires r_shadow_realtime_world 1, EXTREMELY SLOW"};
+cvar_t r_shadow_particletrace_intensity = {CVAR_SAVE, "r_shadow_particletrace_intensity", "128", "overall brightness of particle traced radiosity"};
+cvar_t r_shadow_particletrace_size = {CVAR_SAVE, "r_shadow_particletrace_size", "32", "particles produce bounce lights of this radius"};
+cvar_t r_shadow_particletrace_radiusscale = {CVAR_SAVE, "r_shadow_particletrace_radiusscale", "1", "particles stop at this fraction of light radius"};
+cvar_t r_shadow_particletrace_maxbounce = {CVAR_SAVE, "r_shadow_particletrace_maxbounce", "1", "maximum number of bounces for a particle (minimum is 1)"};
+cvar_t r_shadow_particletrace_bounceintensity = {CVAR_SAVE, "r_shadow_particletrace_bounceintensity", "1", "amount of energy carried over after each bounce"};
+cvar_t r_shadow_particletrace_particlespacing = {CVAR_SAVE, "r_shadow_particletrace_particlespacing", "0.25", "overlap setting in terms of particle size, this affects how many particles are used"};
+cvar_t r_shadow_particletrace_updatepercentage = {CVAR_SAVE, "r_shadow_particletrace_updatepercentage", "0.01", "update this fraction of the particles of a light each frame (0 = best performance)"};
cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
Cvar_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
+ Cvar_RegisterVariable(&r_shadow_particletrace);
+ Cvar_RegisterVariable(&r_shadow_particletrace_intensity);
+ Cvar_RegisterVariable(&r_shadow_particletrace_size);
+ Cvar_RegisterVariable(&r_shadow_particletrace_radiusscale);
+ Cvar_RegisterVariable(&r_shadow_particletrace_maxbounce);
+ Cvar_RegisterVariable(&r_shadow_particletrace_bounceintensity);
+ Cvar_RegisterVariable(&r_shadow_particletrace_particlespacing);
+ Cvar_RegisterVariable(&r_shadow_particletrace_updatepercentage);
Cvar_RegisterVariable(&r_coronas);
Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
Cvar_RegisterVariable(&r_coronas_occlusionquery);
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
r_shadow_usingshadowmap2d = shadowmapping;
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
+#define MAXPARTICLESPERLIGHT 262144
+#define MAXLIGHTSPERDRAW 1024
+
+static void R_Shadow_RenderParticlesForLight(rtlight_t *rtlight)
+{
+ int batchcount;
+ int i;
+ int j;
+ int bouncecount;
+ int hitsupercontentsmask;
+ int n;
+ int shotparticles;
+ int shootparticles = 0;
+ int bouncelimit;
+ int maxbounce;
+ unsigned int seed = 0;
+ static unsigned short bouncelight_elements[MAXLIGHTSPERDRAW*36];
+ static float vertex3f[MAXLIGHTSPERDRAW*24];
+ static float lightorigin4f[MAXLIGHTSPERDRAW*32];
+ static float color4f[MAXLIGHTSPERDRAW*32];
+ float scaledpoints[8][3];
+ float *v3f;
+ float *lo4f;
+ float *c4f;
+ rtlight_particle_t *p;
+ vec_t wantparticles = 0;
+ vec_t s;
+ vec_t radius;
+ vec_t particlesize;
+ vec_t iparticlesize;
+// vec3_t offset;
+// vec3_t right;
+// vec3_t up;
+ vec4_t org;
+ vec4_t color;
+ vec3_t currentcolor;
+ vec3_t clipstart;
+ vec3_t clipend;
+ vec3_t shotcolor;
+ trace_t cliptrace;
+ if (!rtlight->draw || !rtlight->isstatic || !r_shadow_usingdeferredprepass)
+ return;
+ if (r_shadow_particletrace.integer)
+ {
+ radius = rtlight->radius * bound(0.0001f, r_shadow_particletrace_radiusscale.value, 1.0f) - r_shadow_particletrace_size.value;
+ s = rtlight->radius / bound(1.0f, r_shadow_particletrace_particlespacing.value * r_shadow_particletrace_size.value, 1048576.0f);
+ wantparticles = s*s;
+ n = (int)bound(0, wantparticles, MAXPARTICLESPERLIGHT);
+ }
+ else
+ n = 0;
+ shootparticles = (int)(n * r_shadow_particletrace_updatepercentage.value);
+ if ((n && !rtlight->particlecache_particles) || rtlight->particlecache_maxparticles != n)
+ {
+ if (rtlight->particlecache_particles)
+ Mem_Free(rtlight->particlecache_particles);
+ rtlight->particlecache_particles = NULL;
+ rtlight->particlecache_numparticles = 0;
+ rtlight->particlecache_maxparticles = n;
+ rtlight->particlecache_updateparticle = 0;
+ if (rtlight->particlecache_maxparticles)
+ rtlight->particlecache_particles = Mem_Alloc(r_main_mempool, rtlight->particlecache_maxparticles * sizeof(*rtlight->particlecache_particles));
+ shootparticles = n * 16;
+ }
+
+ if (!rtlight->particlecache_maxparticles)
+ return;
+
+// if (rtlight->particlecache_numparticles < rtlight->particlecache_maxparticles)
+// shootparticles = rtlight->particlecache_maxparticles;
+
+// if (rtlight->particlecache_numparticles >= rtlight->particlecache_maxparticles)
+// shootparticles = 0;
+
+ maxbounce = bound(1, r_shadow_particletrace_maxbounce.integer, 16);
+ r_refdef.stats.lights_bouncelightsupdated += shootparticles;
+ for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+ {
+ seed = rtlight->particlecache_updateparticle;
+ VectorSet(shotcolor, 1.0f, 1.0f, 1.0f);
+ VectorCopy(rtlight->shadoworigin, clipstart);
+ VectorRandom(clipend);
+ VectorMA(clipstart, radius, clipend, clipend);
+ hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
+ bouncelimit = 1 + (rtlight->particlecache_updateparticle % maxbounce);
+ for (bouncecount = 0;;bouncecount++)
+ {
+ cliptrace = CL_TraceLine(clipstart, clipend, MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true);
+ //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
+ if (cliptrace.fraction >= 1.0f)
+ break;
+ if (VectorLength2(shotcolor) < (1.0f / 262144.0f))
+ break;
+ if (bouncecount >= bouncelimit)
+ {
+ VectorCopy(cliptrace.endpos, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].origin);
+ VectorCopy(shotcolor, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].color);
+ rtlight->particlecache_updateparticle++;
+ if (rtlight->particlecache_numparticles < rtlight->particlecache_updateparticle)
+ rtlight->particlecache_numparticles = rtlight->particlecache_updateparticle;
+ if (rtlight->particlecache_updateparticle >= rtlight->particlecache_maxparticles)
+ {
+ rtlight->particlecache_updateparticle = 0;
+ shotparticles = shootparticles;
+ }
+ break;
+ }
+ // scale down shot color by bounce intensity and texture color
+ VectorScale(shotcolor, r_shadow_particletrace_bounceintensity.value, shotcolor);
+ if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
+ VectorMultiply(shotcolor, rsurface.texture->currentskinframe->avgcolor, shotcolor);
+ // reflect the remaining portion of the line across plane normal
+ //VectorSubtract(clipend, cliptrace.endpos, clipdiff);
+ //VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
+ // random direction, primarily along plane normal
+ s = VectorDistance(cliptrace.endpos, clipend);
+ VectorRandom(clipend);
+ VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
+ VectorNormalize(clipend);
+ VectorScale(clipend, s, clipend);
+ // calculate the new line start and end
+ VectorCopy(cliptrace.endpos, clipstart);
+ VectorAdd(clipstart, clipend, clipend);
+ }
+ }
+
+ if (!rtlight->particlecache_numparticles)
+ return;
+
+ // render the particles as deferred lights
+// do global setup needed for the chosen lighting mode
+ R_Shadow_RenderMode_Reset();
+ r_shadow_rendermode = r_shadow_lightingrendermode;
+ r_shadow_usingshadowmap2d = false;
+ R_EntityMatrix(&identitymatrix);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ // only draw light where this geometry was already rendered AND the
+ // stencil is 128 (values other than this mean shadow)
+ R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+ R_SetupShader_DeferredBounceLight();
+ GL_ColorMask(1,1,1,1);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(true);
+ GL_DepthFunc(GL_GREATER);
+ GL_CullFace(r_refdef.view.cullface_back);
+ s = r_shadow_particletrace_intensity.value / (float)rtlight->particlecache_numparticles;
+ VectorScale(rtlight->currentcolor, s, currentcolor);
+ particlesize = bound(0.0001f, r_shadow_particletrace_size.value, 1024.0f);
+ iparticlesize = 1.0f / particlesize;
+// VectorScale(r_refdef.view.forward, particlesize, offset);
+// VectorScale(r_refdef.view.left, -particlesize, right);
+// VectorScale(r_refdef.view.up, particlesize, up);
+ org[3] = iparticlesize;
+ color[3] = 1.0f;
+ v3f = vertex3f;
+ lo4f = lightorigin4f;
+ c4f = color4f;
+ batchcount = 0;
+ if (!bouncelight_elements[1])
+ for (i = 0;i < MAXLIGHTSPERDRAW;i++)
+ for (j = 0;j < 36;j++)
+ bouncelight_elements[i*36+j] = i*8+bboxelements[j];
+ for (j = 0;j < 8;j++)
+ VectorScale(bboxpoints[j], particlesize, scaledpoints[j]);
+ r_refdef.stats.lights_bouncelightscounted += rtlight->particlecache_numparticles;
+ for (j = 0, p = rtlight->particlecache_particles, n = rtlight->particlecache_numparticles;j < n;j++, p++)
+ {
+ VectorCopy(p->origin, org);
+ // org[3] is set above
+ VectorMultiply(p->color, currentcolor, color);
+ // color[3] is set above
+ VectorAdd(scaledpoints[0], org, v3f + 0);
+ VectorAdd(scaledpoints[1], org, v3f + 3);
+ VectorAdd(scaledpoints[2], org, v3f + 6);
+ VectorAdd(scaledpoints[3], org, v3f + 9);
+ VectorAdd(scaledpoints[4], org, v3f + 12);
+ VectorAdd(scaledpoints[5], org, v3f + 15);
+ VectorAdd(scaledpoints[6], org, v3f + 18);
+ VectorAdd(scaledpoints[7], org, v3f + 21);
+ Vector4Copy(org, lo4f + 0);
+ Vector4Copy(org, lo4f + 4);
+ Vector4Copy(org, lo4f + 8);
+ Vector4Copy(org, lo4f + 12);
+ Vector4Copy(org, lo4f + 16);
+ Vector4Copy(org, lo4f + 20);
+ Vector4Copy(org, lo4f + 24);
+ Vector4Copy(org, lo4f + 28);
+ Vector4Copy(color, c4f + 0);
+ Vector4Copy(color, c4f + 4);
+ Vector4Copy(color, c4f + 8);
+ Vector4Copy(color, c4f + 12);
+ Vector4Copy(color, c4f + 16);
+ Vector4Copy(color, c4f + 20);
+ Vector4Copy(color, c4f + 24);
+ Vector4Copy(color, c4f + 28);
+ v3f += 24;
+ lo4f += 32;
+ c4f += 32;
+ batchcount++;
+ if (batchcount >= MAXLIGHTSPERDRAW)
+ {
+ r_refdef.stats.lights_bouncelightsdrawn += batchcount;
+ R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f);
+ R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0);
+ v3f = vertex3f;
+ lo4f = lightorigin4f;
+ c4f = color4f;
+ batchcount = 0;
+ }
+ }
+ if (batchcount)
+ {
+ r_refdef.stats.lights_bouncelightsdrawn += batchcount;
+ R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f);
+ R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0);
+ v3f = vertex3f;
+ lo4f = lightorigin4f;
+ c4f = color4f;
+ batchcount = 0;
+ }
+}
+
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
{
R_Shadow_RenderMode_Reset();
else
R_Shadow_RenderMode_DrawDeferredLight(false, false);
}
+
+ if (r_shadow_particletrace.integer)
+ R_Shadow_RenderParticlesForLight(rtlight);
}
static void R_Shadow_FreeDeferred(void)
R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
r_shadow_prepassgeometryfbo = 0;
- R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
- r_shadow_prepasslightingfbo = 0;
+ R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
+ r_shadow_prepasslightingdiffusespecularfbo = 0;
+
+ R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
+ r_shadow_prepasslightingdiffusefbo = 0;
if (r_shadow_prepassgeometrydepthtexture)
R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
GL_ColorMask(1,1,1,1);
GL_Color(1,1,1,1);
GL_DepthTest(true);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
Vector4Set(clearcolor, 0, 0, 0, 0);
GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
if (r_timereport_active)
}
// set up the lighting pass fbo (diffuse + specular)
- r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
// render diffuse into one texture and specular into another,
// with depth and normalmap bound as textures,
// with depth bound as attachment as well
r_shadow_usingdeferredprepass = false;
}
}
+
+ // set up the lighting pass fbo (diffuse)
+ r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+ R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+ // render diffuse into one texture,
+ // with depth and normalmap bound as textures,
+ // with depth bound as attachment as well
+ if (qglDrawBuffersARB)
+ {
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ {
+ Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ r_shadow_usingdeferredprepass = false;
+ }
+ }
}
break;
case RENDERPATH_GL13: